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How to get up from the ground

Milky Milky 📅 22.08.2026 15:48 đŸ’Ŧ 0 Replies đŸ‘ī¸ 95 Views Last post: a week ago
Milky
22.08.2026 15:48
âœī¸ Edited
Introduction
Tekken 8 has a lot of great training tools, but it does not tell you how to get up from the ground. This is a huge problem for less experienced players, since there are many ways to get up from the ground, and the best option depends on how your character is positioned, as well as how your opponent is likely to respond. Ground options are important for mitigating damage and throwing off your opponent.

This guide will give you a basic overview of grounded states, wake-up options, and how to perform them. However, this guide will generally NOT give recommendations on which option to use in specific situations - that's something you'll need to figure out through practice and experience.

Notation
Before we dive in, here's the standard notation used throughout this guide:

Input Meaning
U Up
D Down
F Forward (towards opponent)
B Back (away from opponent)
1 Left punch
2 Right punch
3 Left kick
4 Right kick

Grounded States
There are four different grounded states in Tekken 8:

State Description
FUFT Face Up with Feet Towards the opponent
FUFA Face Up with Feet Away from the opponent
FDFA Face Down with Feet Away from the opponent
FDFT Face Down with Feet Towards the opponent
Some wake-up options are only possible from certain grounded states. For example, the spring kick is only available from the FUFT state. Additionally, certain get-up moves are faster or slower depending on which grounded state you're in.

Immediate Wake-Up Options
These are ways to get up immediately as you land on the ground. Important note: this applies when you land normally, not when you're falling, spinning, bouncing, or in any other unusual state. These options generally apply when your character will land in the FUFT state.

Back Tech Roll
Input: Hold B while airborne

Foreground/Background Tech Roll
Input: Press 1 or 2 (background) or 3 or 4 (foreground) as you hit the ground

1 or 2 rolls you into the background

3 or 4 rolls you into the foreground

You will usually have a few invincibility frames and be able to block during a tech roll.

Kip Up
Input: Hold F while airborne

There is a small hitbox attached to this move - note that it is very small, so it will only hit opponents who are basically right next to you. You cannot block during a kip up, so it is considerably riskier than a tech roll.

Delayed Wake-Up Options
A character on the ground in any of the four grounded states has different options for getting up, as well as the ability to choose when to get up. You can choose when to perform each of these options while on the ground - hence the term "delayed wake-up."

Important: The startup and recovery time for each wake-up option is different depending on the ground state it's performed from. 

Generally:

FUFT is the quickest and safest

FDFT and FUFA are the least safe

Non-Attacking Wake-Up Options
These moves will not attack the opponent when you get up.

Lay on the Ground
Input: Hold D or press nothing

While technically not a recovery move, you can choose to remain laying on the ground. This can avoid certain follow-up moves and tech punishes.

If you are hit while grounded, you will usually bounce upwards and land back down, giving you the opportunity to perform a landing wake-up (such as a tech roll or kip up).

Stand
Input: Press U

This is the quickest way of getting back up. You are vulnerable to low attacks while standing, but you can guard mid and high attacks while rising.

Standing from the FDFA or FUFA state takes slightly longer, since the character will turn around before standing. A well-timed low attack can keep the opponent in the back-turn state.

Back Roll
Input: Press B

The character will slide up and backwards while blocking mid and high attacks while rising.

When getting up from the FDFT or FUFA states, the character will take a moment to turn around while getting up. There is a window here where the character's back is turned to the opponent, making them vulnerable.

Crouch
Input: Press D+B

This allows you to block low attacks, but you are vulnerable to mid attacks, just like a regular crouch.

Forward Roll
Input: Press F

The character will roll forward and is vulnerable to both mid and low attacks during the roll.

Foreground/Background Side Roll
Input: Press 1 (background) or 1+D (foreground)

The roll will rotate the character 540 degrees, so a face up character will end up face-down, and vice versa. You can hold D in order to remain on the floor after the roll.

Attacking Wake-Up Options
These moves will attack the opponent when you get up.

Cross Chop
Input: Press F, then 1+2

The character will roll forward and perform a diving mid attack. The character is vulnerable to mid and low attacks until the attack comes out. This move is only available from the FUFT state.

Spring Kick
Input: Press 3+4

The character will leap forward and perform a mid attack. This move is only available from the FUFT state.

Important: Both spring kick and cross chop will maintain momentum even if blocked, which can be punished if the opponent sees it coming.

Mid Kick
Input: Press 4

The character will perform a mid attack.

Low Kick
Input: Press 3

The character will perform a low attack.

Toe Kick
Input: Press D+3

The character will perform a low attack and roll backwards, getting up if it deals damage. If it is blocked or misses, the character will get up in place.

The character will only move back if performed from the FUFT state - otherwise, this will just result in a low kick.

Summary Table
Wake-Up Option Input State Required Attack?
Back Tech Roll Hold B while airborne FUFT No
Foreground Tech Roll 3 or 4 on landing FUFT No
Background Tech Roll 1 or 2 on landing FUFT No
Kip Up Hold F while airborne FUFT Small hitbox
Lay on Ground Hold D or nothing Any No
Stand U Any No
Back Roll B Any No
Crouch D+B Any No
Forward Roll F Any No
Side Roll (Background) 1 Any No
Side Roll (Foreground) 1+D Any No
Cross Chop F, then 1+2 FUFT Yes
Spring Kick 3+4 FUFT Yes
Mid Kick 4 Any Yes
Low Kick 3 Any Yes
Toe Kick D+3 Any Yes

Final Thoughts
If you've read and understood everything, you should now have a general idea of how to get up from the ground, as well as how to take advantage of your opponent when they're on the ground.

I haven't covered how ground tech affects different characters' combos, as that would take way too long and I don't have experience with most of them. Practice on your own to get a feel for these wake-up options - they aren't technically demanding, but you should run through them a few times to have a better idea of how you want to approach certain situations.

If you reached this point, thanks for reading the guide. Please let me know if I missed anything or if there's any incorrect information.

Best of luck on the grind.
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